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Moxonomy

Barbed Wire

Artifact3 generic mana

The damage clause reads as a shared clock, ticking against the active player every upkeep regardless of who controls the artifact. The prevention ability is what breaks that symmetry into something one-sided: it costs 2 generic mana, it belongs to the controller alone, and it can be paid at instant speed before the upkeep damage resolves. On your own upkeep you pay the toll and prevent the bite; on an opponent's upkeep the artifact still deals its damage, and they have no way to stop it, because the shield is yours to activate and not theirs. What looks like mutual drain resolves into a pinger that never has to attack into anything, fed by the controller's discipline to spend two mana on the right upkeeps. This is attrition-plane design through and through, where so many cards asked you to absorb small recurring costs rather than win on tempo. Two limits hold it in check. The prevention covers only the next 1 damage from this artifact per activation, so any effect that makes Barbed Wire deal more than one per upkeep forces a separate 2 generic mana for each point you want erased. And the shield reaches only damage from the artifact itself, so any other life loss passes straight through. Left alone, it is a metronome the controller can switch off at will, counting down on the player who cannot.

Barbed Wire (mmq)
MMQ · #287uncommon
Pricing
Normal: $2.06
Foil: $23.97
Oracle Text

Rules text

At the beginning of each player's upkeep, this artifact deals 1 damage to that player. 2 generic mana: Prevent the next 1 damage that would be dealt by this artifact this turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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